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	SwRasterizer/Lighting: move quaternion normalization to the caller
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					 1 changed files with 3 additions and 3 deletions
				
			
		|  | @ -141,7 +141,7 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors( | |||
|     } | ||||
| 
 | ||||
|     // Use the normalized the quaternion when performing the rotation
 | ||||
|     auto normal = Math::QuaternionRotate(normquat.Normalized(), surface_normal); | ||||
|     auto normal = Math::QuaternionRotate(normquat, surface_normal); | ||||
| 
 | ||||
|     Math::Vec4<float> diffuse_sum = {0.0f, 0.0f, 0.0f, 1.0f}; | ||||
|     Math::Vec4<float> specular_sum = {0.0f, 0.0f, 0.0f, 1.0f}; | ||||
|  | @ -664,12 +664,12 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve | |||
|             Math::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0}; | ||||
| 
 | ||||
|             if (!g_state.regs.lighting.disable) { | ||||
|                 Math::Quaternion<float> normquat{ | ||||
|                 Math::Quaternion<float> normquat = Math::Quaternion<float>{ | ||||
|                     {GetInterpolatedAttribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(), | ||||
|                      GetInterpolatedAttribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(), | ||||
|                      GetInterpolatedAttribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()}, | ||||
|                     GetInterpolatedAttribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(), | ||||
|                 }; | ||||
|                 }.Normalized(); | ||||
| 
 | ||||
|                 Math::Vec3<float> view{ | ||||
|                     GetInterpolatedAttribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(), | ||||
|  |  | |||
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